Difference between revisions of "RGB"

From polycount
Jump to: navigation, search
(added RGB page. Really need a new page about color spaces (RGB, CMYK, Lab))
 
(restored and revised)
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
__NOTOC__
+
Red, Green, and Blue (RGB) are the primary colors used to display a game on your computer screen. All the colors you see are combinations of those three.
{{:[[OutOfDate]]}}
+
  
= RGB Colorspace =
+
RGB space is the place where any transformations are made to colors, whether reducing the [[BitDepth]], [[TextureBlending]], [[Rendering]], etc.
  
Red, Green, and Blue are the primary colors used to display [[RT3D]] on your computer screen. All the colors you see are combinations of those three. RGB space is the place where any transformations are made to colors, whether reducing the [[BitDepth|bit depth]], [[TextureBlending|texture blending]], [[Render|rendering]], etc.  
+
In games, we use numerical RGB values to describe the colors in each [[Texture]]. These numbers can be a bit more difficult for artists to understand, but they give more control especially when you want to tweak something like texture blending.  
  
In RT3D, we use numerical RGB values to describe the colors in each [[Texture|texture]]. These numbers can be a drag to use, but they give you more control of the medium, especially when you want to tweak something like texture blending.  
+
In texture programs like Photoshop, the RGB values for texture colors are in [[BitDepth|8bit]] scale which is usually 0 to 255. But game engines prefer a simpler scale, representing all colors with the values 0 to 1. For instance, red is (1,0,0), white is (1,1,1), black is (0,0,0), brown is (.4,.21,0) etc. The decimal places can go out as far as needed to, but usually just two decimal places (.00) is precise enough. The less decimals, the smaller the file sizes will be, which conserves precious [[Memory]].  
  
In texture programs like Photoshop, the RGB values for texture colors are in an [[BitDepth|8bit]] scale which is usually 0 to 255. But RT3D programmers prefer a simpler scale, representing all colors with the values 0 to 1. For instance, red is (1,0,0), white is (1,1,1), black is (0,0,0), brown is (.4,.21,0) etc. The decimal places can go out as far as the programmer decides it needs to, but usually just two decimal places (.00) is precise enough. The less decimals, the smaller the file sizes will be, which conserves precious [[Memory|memory]]. This was the root of the Y2K problem, but we don't need to get into that... heh heh.
+
See also [[AdditiveColorModel]].
 
+
See also [[AdditiveColorModel|additive color model]].
+
 
----
 
----
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 19:14, 19 March 2015

Red, Green, and Blue (RGB) are the primary colors used to display a game on your computer screen. All the colors you see are combinations of those three.

RGB space is the place where any transformations are made to colors, whether reducing the BitDepth, TextureBlending, Rendering, etc.

In games, we use numerical RGB values to describe the colors in each Texture. These numbers can be a bit more difficult for artists to understand, but they give more control especially when you want to tweak something like texture blending.

In texture programs like Photoshop, the RGB values for texture colors are in 8bit scale which is usually 0 to 255. But game engines prefer a simpler scale, representing all colors with the values 0 to 1. For instance, red is (1,0,0), white is (1,1,1), black is (0,0,0), brown is (.4,.21,0) etc. The decimal places can go out as far as needed to, but usually just two decimal places (.00) is precise enough. The less decimals, the smaller the file sizes will be, which conserves precious Memory.

See also AdditiveColorModel.


Personal tools
Namespaces

Variants
Actions
Navigation
Tools